I was contracted by Sigtrap to work on an experimental VR / Mobile hybrid game titled Misery Loves Company. This game was developed to be a local multiplayer co-operative experience that would bring both VR & mobile users together in a shared game space.
I initially created UI Wireframes within Unity and hooked these up to gameplay using the Bolt visual scripting plugin. I later expanded on these wireframes with an initial UI Art pass that would give the front-end an Art Deco look. Once again I implemented these designs into the game mysels using the Unity UI tools.
This project presented an interesting challenge where I needed to ensure that everything I created using Unity UI was resolution agnostic as the UI prefabs were to be used across both mobile and VR devices. Everything I created within engine was flexible and made extensive use of 9-slice imaging so as to create a polished look regardless of screen resolution.
Created initial UI wireframes using Unity UI and hooked the UI to gameplay events
Expanded wireframes with an initial UI Art pass using an Art Deco theme
Implemented designs using Unity UI to create reusable prefabs
Ensured all Unity UI prefabs were flexible and could scale / resize to any device resolution